I can't figure out why the shader embedded in the attached file doesn't work 
without the hard coded position and scale variables. I'm trying to write a 
hardware instancing shader that uses glDrawElementsInstancedEXT() to draw 
multiple instances of a box where the position and scale of the box is computed 
on the GPU using uniform arrays indexed by gl_InstanceID. It seems like my 
uniform arrays are not being initialized even though the scene graph has a 
StateSet that contains the Uniform attributes. The only way for me to make it 
work the way I want is to explicitly set the position and scale in the shader 
with some hard coded values, but once I remove that code it stops working.

Any idea what I'm doing wrong?

Thanks.

Alex

Attachment: osgTile_41x27_0_models_lod-1.osg
Description: osgTile_41x27_0_models_lod-1.osg

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